Sleeper Service wrote:5thHorseman wrote:One question, that added "none" choice at the end, if I'm reading it right it'd give me the choice to not kill the human and get a ghost, right? Leaving that out won't break the rest of the code, will it? I specifically don't want the player to get the choice to not remove the human. And eventually there'll be a check for every non-ghost race, so you'll have to whittle down your crew.
Uhm, events that only consist of blue options tend to cause problems, so I'm not entirely sure if it works without the "none" option. It might work if there is an option for every single crew race in the game. I think the engine can't handle events well when not a single requirement for all the choices is met. But I'm unsure about that.
When the game doesn't meet the requirements for any blue options and there are no non-blue options, the game will just put a generic "Continue..." option that ends the event. Leaving out the "none" choice should be fine.
Sleeper Service wrote:Code: Select all
<event name="TESTBED_EVENTLOADER">
<text>Living beings are not suitable for this ship. One must be removed and replaced with a ghost.</text>
<choice hidden="true" req="human">
<text>The Human</text>
<event>
<text>The human dies...</text>
<removeCrew class="human">
<clone>false</clone>
<text>Your crewman's neuro-backup has disappeared from the clone-log as well. No trace of his existence remains aboard your ship.</text>
</removeCrew>
<choice hidden="true" req="human">
<text>Continue...</text>
<event>
<text>...and a ghost appears.</text>
<crewMember amount="1" class="ghost"/>
</event>
</choice>
</event>
</choice>
<choice hidden="true">
<text>None.</text>
<event/>
</choice>
</event>
You removed the human the first time you used req="human", so why do you still have a req="human" on the second part? That should be removed, since that would cause the game to not give a ghost unless there is another human available. (Unless the game is still detecting the removed human, but that would just be bad programming in the game engine.)
5thHorseman wrote:Maybe I'll edit the Lanius crew to make them less... something. On this ship they're just super OP.
I don't know how you would edit a Lanius. The only thing I can see is to make them not exist, which would require the removal of the Abandoned Sector so that they would never be seen.
This code in a sector_data.xml.append should do just that. Lines would have to be added for CE Lanius sectors, but I don't have that data in front of me right now.
Code: Select all
<mod:findName type="sectorType" name="OVERRIDE_HOSTILE">
<mod:findLike type="sector"> <mod:selector>LANIUS_SECTOR</mod:selector> <mod:removeTag/> </mod:findLike>
</mod:findName>
edit: ...or you could go the more complicated route of making it so you can't receive Lanius crew in the Abandoned Sector. I suppose that would be the preferred method so that you can still fight against Lanius ships. Maybe I could post some code later for that, since I'm not really up to it right now.
edit2:
sector_data.xml.append
Code: Select all
<mod:findName type="sectorDescription" name="LANIUS_SECTOR">
<mod:findLike type="rarityList">
<mod:findLike type="blueprint"> <mod:selector name="anaerobic"/> <mod:removeTag/> </mod:findLike>
</mod:findLike>
</mod:findName>
That code should make it so you can't buy Lanius in shops or get them randomly from events in the Abandoned Sector. It will also prevent them from being part of pirate crews. Now I'll go search for events that specifically give Lanius and come back with more code.
edit3:
dlcEvents_anaerobic.xml.append
Code: Select all
<mod:findName type="event" name="LANIUS_TRADER_TRANSLATOR">
<mod:findWithChildLike type="choice" child-type="text">
<mod:selector>Decline but ask about their translation device.</mod:selector>
<mod:removeTag/>
</mod:findWithChildLike>
</mod:findName>
<mod:findName type="event" name="LANIUS_BEACON_EATER">
<mod:findLike type="choice"> <mod:selector req="SHIP_REPAIR"/>
<mod:removeTag/>
</mod:findLike>
</mod:findName>
I could only find two events that give a Lanius, so this code will remove the choices that lead to that outcome.